"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own." -- Gary Gygax"Don't ask me what you need to hit. Just roll the die and I will let you know!" -- Dave Arneson

I went to Kinkos--they had a long stapler that they were nice enough to let me use.

Yeah. Failing that, open out a stapler, staple through the stack at the fold with the pages on some cardboard (or similar), pull the stapled pages back off the cardboard and fold the legs of the staples down as normal...

Ye Olde Map Maker is a free online map generator that allows you to print off your results.

The One Page Dungeon Contest has run for several years, and produces VAST SWATHES of system-neutral one-page mini-modules. You can downloaded collected pdfs of the entries below. Be warned, some of the collections are humongous (like 60 megs' worth of free material)!

Holy hell RAD Colin, Thanks! You just killed my morning productivity. As someone who has not gamed since the advent of the internet, I've been overwhelmed collecting and reviewing these types of resources and my brain is just spinning.

Creating a campaign with custom cities, patrons, deities, spells etc is getting overwhelming. I think I'll say to hell with it all and run the 0-Level in the book and take it from there. Maybe let the players design their own patron if they want to.

It may have already been mentioned but Blackmarsh and the related Goodman Games' Points of Light campaign settings seem perfect for DCC RPG.

Holy hell RAD Colin, Thanks! You just killed my morning productivity. As someone who has not gamed since the advent of the internet, I've been overwhelmed collecting and reviewing these types of resources and my brain is just spinning.

Creating a campaign with custom cities, patrons, deities, spells etc is getting overwhelming. I think I'll say to hell with it all and run the 0-Level in the book and take it from there. Maybe let the players design their own patron if they want to.

It may have already been mentioned but Blackmarsh and the related Goodman Games' Points of Light campaign settings seem perfect for DCC RPG.

You're welcome. I wouldn't create a setting before play, but rather start at the adventure locale and build out gradually, adding more as the players go through each adventure. I wouldn't even necessarily create a pantheon; like you mentioned, I'd get any clerical Player to make up their own god in co-op with me, and add more gods as things go along. Saves a heck of a lot of work that might not even get used for some time anyway.

Yep, Blackmarsh and PoL I have been mentioned, but they're still worth pointing out again.

Not yet. Joseph and Harley are seriously swamped, which isn't surprised given that this is still essentially the launch of DCC as its whole own entity. A complete new rpg, a line of new modules for it, plans for Free RPG Day and conventions, etc. take a lot of time and effort, so if it takes them a handful of weeks or so to get around to forum posts, errata, or updating pdfs, I'm sure they can be forgiven.

0-level demi-humans are able to utilize select racial traits as follows: dwarves have infravision and a base speed of 20’; elves are sensitive to iron and have heightened senses; and halflings have infravision. Refer to the dwarf, elf, and halfling class descriptions for more information on these abilities.

I extrapolated on the remaining racial abilities in the class descriptions, adding what made sense and would naturally be a racial feature as opposed to something a character might learn while being trained in a class.

Things I added to my game/the sheet:Elf: Immune to magical sleep/paralysis and infravision. Immunity seems like something inherent and infravision because all the other races get it at 0-level.Dwarf: Smell gold/gems. Again, seems like an inherent ability a dwarf would possess for most of their life.Halfling: Two-weapon fighting and good luck charm. I could see an argument for not including two-weapon fighting, but I saw it as more of how halflings are raised/wired and that perhaps halflings simply do not favor one hand or the other which in turn makes them naturally good at using either. Again, good luck charm just seems like something halflings would always possess/couldn't get away from.

Ultimately, I felt the paragraph on page 21 was not a complete list (see Elf infravision, no mention of halfling's 20' move) and just sort of went with my gut/house-ruled it.

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